disabled potentially broken weaponalpha functionality (black sprites)
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8fcbe6ab85
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@ -42,6 +42,7 @@ new g_iWeaponDropHookID[MAXPLAYERS + 1] = {-1, ...};
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*/
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*/
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WeaponAlphaClientInit(client)
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WeaponAlphaClientInit(client)
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{
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{
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return;
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// Hook "Weapon_Drop" on client.
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// Hook "Weapon_Drop" on client.
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#if defined USE_SDKHOOKS
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#if defined USE_SDKHOOKS
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SDKHook(client, SDKHook_WeaponDrop, WeaponAlphaDrop);
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SDKHook(client, SDKHook_WeaponDrop, WeaponAlphaDrop);
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@ -60,6 +61,7 @@ WeaponAlphaClientInit(client)
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*/
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*/
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WeaponAlphaOnClientDisconnect(client)
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WeaponAlphaOnClientDisconnect(client)
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{
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{
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return;
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// Unhook "Weapon_Drop" callback, and reset variable.
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// Unhook "Weapon_Drop" callback, and reset variable.
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if (g_iWeaponDropHookID[client] != -1)
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if (g_iWeaponDropHookID[client] != -1)
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{
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{
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@ -81,6 +83,7 @@ WeaponAlphaOnClientDisconnect(client)
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*/
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*/
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WeaponAlphaOnItemPickupPost(client, weapon)
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WeaponAlphaOnItemPickupPost(client, weapon)
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{
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{
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return;
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if (Entity_HasChildren(weapon))
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if (Entity_HasChildren(weapon))
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{
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{
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// Don't apply alpha value if weapon has children. Render mode is
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// Don't apply alpha value if weapon has children. Render mode is
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@ -111,6 +114,7 @@ public Action:WeaponAlphaDrop(client, weapon)
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public ZRTools_Action:WeaponAlphaDrop(client, weapon)
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public ZRTools_Action:WeaponAlphaDrop(client, weapon)
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#endif
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#endif
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{
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{
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return;
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// If weapon isn't a valid entity, then stop.
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// If weapon isn't a valid entity, then stop.
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if (weapon < MaxClients)
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if (weapon < MaxClients)
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{
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{
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@ -128,6 +132,7 @@ public ZRTools_Action:WeaponAlphaDrop(client, weapon)
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*/
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*/
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WeaponAlphaOnClientAlphaChanged(client, alpha)
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WeaponAlphaOnClientAlphaChanged(client, alpha)
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{
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{
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return;
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// Set new alpha on weapons.
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// Set new alpha on weapons.
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WeaponAlphaApplyWeaponAlpha(client, alpha);
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WeaponAlphaApplyWeaponAlpha(client, alpha);
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}
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}
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@ -141,6 +146,7 @@ WeaponAlphaOnClientAlphaChanged(client, alpha)
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*/
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*/
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WeaponAlphaApplyWeaponAlpha(entity, alpha)
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WeaponAlphaApplyWeaponAlpha(entity, alpha)
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{
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{
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return;
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if (entity > MaxClients)
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if (entity > MaxClients)
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{
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{
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// Turn rendermode on, on the weapon.
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// Turn rendermode on, on the weapon.
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